;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1995 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
2       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
16      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Feudalism)
7       ; City size for first unhappiness at Chieftain level
20      ; Riot factor based on # cities (higher factor lessens the effect)
4       ; Marketplace needed to exceed this size
12      ; Paved Streets needed to exceed this size
20      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
4       ; Monarchy pays support for all units past this
6       ; Communism (Republic) pays support for all units past this
10      ; Protestantism pays support for all units past this
0       ; Republic is equivalent of this palace distance.
50      ; Protestantism loses this % of science
20      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
5       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Heresy,             3, 0,  Aut, nil, 0, 3    ; AFl -0
Manuscript,         2, 3,  MP,  PT,  1, 3    ; Alp -1
Longbow,            5, -1, Cmp, SFl, 2, 0    ; Amp 
Seafaring,          3, 0,  nil, nil, 0, 4    ; Ast 
Ballista,           3, -2, Bri, NP,  2, 0    ; Ato 
Scholasticism,      6, 4,  Lab, Ind, 1, 3    ; Aut -5
Engineering,        6, -2, Phi, E1,  0, 0    ; Ban
Construction,       6, 0,  War, Ast, 0, 0    ; Bri
Baptism,            0, 0,  nil, no,  0, 3    ; Bro 
Lords Prayer,       0, 0,  Bro, Rad, 0, 3    ; Cer 
Raiding Tactics,    6, -4, Feu, Mas, 2, 0    ; Che 
Chivalry,           8, -1, Rep, CoL, 2, 0    ; Chi -11
Heraldry,           3, 0,  Wri, Mon, 1, 3    ; CoL
Banking,            3, 0,  Ind, Cmn, 0, 1    ; CA
City Defences,      6, 2,  Inv, SFl, 1, 2    ; Cmb -14
Republic,           3, 0,  Aut, Las, 3, 2    ; Cmn 
Manorialism,        6, 2,  Min, PT,  0, 0    ; Cmp -16
Monastic Orders,    3, 0,  Lab, Phi, 0, 3    ; Csc
Master Masonry,     6, 2,  Bri, Cur, 1, 2    ; Cst
Plate Armor,        4, -2, Ind, SE,  2, 0    ; Cor
Coinage,            3, 0,  Mon, Whe, 0, 1    ; Cur -20
Holy Empire,        5, 1,  ToG, Gue, 3, 2    ; Dem
Crossbow,           4, -1, Ato, SFl, 2, 0    ; Eco -22
Siege Tactics,      6, -4, Amp, Cmb, 1, 2    ; E1 
Pilgrimage,         4, 1,  Bro, Rad, 0, 3    ; E2 
Berserker,          3, -3, Rad, U3,  0, 2    ; Eng   
Sanitation,         3, 0,  Plu, Med, 1, 3    ; Env
Diplomacy,          5, 3,  San, nil, 1, 3    ; Esp
Theology,           5, 4,  Alp, CoL, 0, 3    ; Exp -28
Longship,           3, 0,  Ast, U3,  0, 4    ; Feu 
Pole Arms,          5, 0,  Chi, nil, 2, 0    ; Fli
---------NOT USED,  3, 0,  no,  no,  0, 0    ; Fun
Celtic Lore,        3, 0,  nil, no,  0, 2    ; FP 
Alchemy,            6, -2, Med, Lab, 0, 2    ; Gen
Peasant Revolt,     5, -1, Cmp, Rep, 1, 2    ; Gue
---------NOT USED,  3, 0,  no,  no,  0, 0    ; Gun
Horseback Riding,   4, -1, nil, nil, 2, 0    ; Hor -36
Craftmanship,       8, 0,  MT,  Ban, 0, 0    ; Ind 
Trade Guilds,       6, 2,  Pot, Cst, 0, 1    ; Inv
Chain Mail,         5, 0,  Whe, War, 2, 0    ; Iro
Monastic Revolution,6, 3,  Phi, Exp, 0, 3    ; Lab
Law Code,           3, 2,  X6,  X5,  1, 4    ; Las
---------NOT USED,  3, 0,  no,  no,  0, 0    ; Ldr
Ancient Scriptures, 3, 0,  nil, no,  1, 3    ; Lit
Wind Power,         4, 2,  Ind, nil, 0, 0    ; Too
Carvel Planking,    5, 0,  Ind, Phy, 0, 4    ; Mag --45
Cartography,        3, 0,  Aut, Pla, 1, 3    ; Map
Warrior Code,       4, -1, nil, nil, 2, 0    ; Mas
Folklore,           4, 2,  X4,  Rad, 0, 2    ; MP 
Stirrup,            6, -1, Iro, Che, 2, 0    ; Mat
Medicine,           5, 2,  Aut, Phi, 1, 3    ; Med
History,            4, 2,  Mon, Alp, 1, 3    ; Met
Land Defences,      3, 0,  Mat, Cst, 1, 2    ; Min
---------NOT USED,  3, 0,  no,  no,  0, 0    ; Mob ---ends piracy
Monarchy,           5, 0,  Mas, Tra, 3, 2    ; Mon
Architecture,       5, 2,  Cst, Exp, 0, 3    ; MT
Liturgical Chant,   3, 3,  Cer, nil, 0, 3    ; Mys
Navigation,         6, 0,  Mag, Map, 0, 4    ; Nav
Pagan Cult,         0,-8,  Rad, U3,  0, 2    ; NF ----nb needed for hammers to work
Naval Warfare,      6, 0,  Sea, War, 0, 4    ; NP  
Crusades,           6, -1, E2,  Chi, 0, 3    ; Phi --60
Stern Rudder,       4, 0,  Inv, Sea, 0, 4    ; Phy
Seamanship,         5, 0,  Mas, Ast, 0, 4    ; Pla
Drainage,           3, 3,  Cmp, Ind, 3, 4    ; Plu
Monasticism,        3, 3,  Wri, X5,  0, 3    ; PT
Trade Routes,       4, 2,  Ast, Cur, 0, 1    ; Pot --65
Ceremonial Burial,  6, -4, nil, nil, 0, 2    ; Rad
Royal Highways,     5, 2,  Esp, Plu, 3, 4    ; RR 
Literature,         4, 2,  Aut, Uni, 1, 3    ; Rec
Code of Honor,      3, 0,  Mas, U1,  2, 1    ; Ref
Crop Rotation,      5, 4,  Cmp, Lab, 1, 0    ; Rfg --70
Feudalism,          6, 0,  Min, Las, 3, 2    ; Rep
Herbal Lore,        3, 0,  U2,  Sth, 0, 2    ; Rob
Blast Furnace,      6, 0,  Stl, Cor, 0, 0    ; Roc
Court of Law,       4, 2,  CA,  Dem, 1, 4    ; San
Shipbuilding,       4, 0,  Pla, Bri, 0, 4    ; Sea
Siege Warfare,      3, 0,  Che, Cst, 1, 2    ; SFl
Monastic Code,      3, 0,  Cer, Lit, 0, 3    ; Sth
Swordmanship,       5, -2, Chi, Mas, 2, 0    ; SE
Watermill,          6, 1,  Cmp, nil, 0, 0    ; Stl
Horse Collar,       6, 2,  Rfg, nil, 1, 0    ; Sup --80
---------NOT USED,  3, 0,  no,  no,  0, 0    ; Tac
Fine Arts,          4, 4,  Ind, Uni, 1, 2    ; The
Lay Investiture,    3, 4,  Met, Exp, 0, 3    ; ToG
Trade,              6, 3,  nil, nil, 0, 1    ; Tra
Art and Poetry,     3, 4,  Lab, Alp, 1, 3    ; Uni
Archery,            5, -1, nil, nil, 2, 0    ; War
Metalworking,       4, 0,  Hor, Mas, 0, 0    ; Whe
Writing,            3, 0,  Sth, U1,  1, 3    ; Wri --88
True Faith,         3, 0,  nil, nil, 0, 3    ; ...
Roman Legacy,       3, 0,  nil, no,  2, 1    ; U1
Ancient Lore,       3, 0,  nil, nil, 0, 2    ; U2
Norse Lore,         3, 0,  nil, no,  0, 2    ; U3
Dwarven Steel,      6, -1, Whe, NF,  0, 2    ; X1  --93
Abbey Ale,          3, 0,  Lab, Cmp, 0, 3    ; X2
Tributal Taxes,     3, -6, Che, Las, 0, 1    ; X3  --95
Astrology,          3, 0,  Ast, U2,  0, 2    ; X4
Carolingian Reform, 3, 0,  Mon, U1,  2, 1    ; X5
Blood Vengeance,    3, 0,  FP,  Ref, 0, 2    ; X6
Unique,             3, 0,  nil, no,  3, 2    ; X7

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                   1, 0,    nil,
Royal Court,               4, 2,    Mon,
Blacksmith,                4, 1,    Whe,
Granary,                   4, 1,    nil,
Church,                    5, 2,    Cer,
Royal Mint,                8, 2,    Cur,
Monastery,                 9, 3,    PT, 
Dungeons,                  8, 1,    Las,
City Walls,                5, 4,    Cmb,
Marketplace,               5, 1,    Tra,
Trade Guilds,              9, 1,    Inv,
Cathedral,                10, 4,    MT,
Library,                  16, 4,    Alp,
Sewers,                   12, 2,    Env,
Brothel,                   5, 1,    Pla,
Manors,                   10, 2,    Cmp,
Craft Guilds,             14, 2,    Ind,
Brewery,                   6, 1,    X2,
Hospital,                 10, 3,    Med,
--Power plant NOT USED,    0, 0,    no, 
Watermill,                14, 1,    Stl,
--Nuclear plant NOT USED,  0, 0,    no,
Bank,                     16, 2,    CA,
Paved Streets,            20, 1,    Plu,
Wheelplough,               6, 1,    Sup,
Courthouse,                4, 1,    San,
University,               16, 6,    Aut,
--SAM Missile Batt.NOT USED,0,0,    no,
Coastal Fortress,          8, 1,    Min,
Windmill,                 20, 2,    Too,
Fishing Fleet,             6, 1,    Ast,
Harbor,                   20, 2,    Pot,
--Airport NOT USED,        0, 0,    no,
Theatre,                  10, 1,    Uni,
Shipyard,                 20, 3,    Sea,
Spaceship1,               10, 0,    no,
Spaceship2,               10, 0,    no,
Spaceship3,               10, 0,    no,
Wealth,                   60, 0,    X3,
Great Marketplace,        30, 2,    Cur, 	
Lindisfarne Gospels,      30, 0,    Alp, 	
True Cross,               30, 2,    E2, 	
Viking Discoveries,       30, 0,    Pla, 	
Temple of Odin,           30, 0,    NF, 	
Heroic Epic,              30, 0,    MP, 	
Burghal Hidage,  	  60, 4,    Min,	
Danevirke,		  40, 2,    Bri,	
Weylands Smithy,          25, 1,    X1, 	
Marco Polo's Embassy,     20, 4,    no,	
Papal Reform,             50, 4,    Exp,	
Book of Fires,            25, 0,    Gen,	
Road to Byzantium,        60, 2,    Pot,	
Sistine Chapel,           40, 4,    The,	
Bayeux Tapestry,          60, 2,    Rep, 	
Magna Carta,              40, 2,    Rep, 	
Bede's Anno Domini,       25, 0,    Met, 	
Danelaw,                  60, 4,    X3, 	
First Crusade,            30, 0,    Phi,	
Legacy of Charlemagne,    40, 0,    X5, 	
Althing,                  40, 0,    Las,	
Crusading Zeal,           60, 4,    Phi, 	
Great Mining Guild,       60, 2,    Roc, 	
Blood Sacrifices,         25, 2,    NF, 	
Great Reliquary,          40, 4,    Lab,	
Stonehenge,                0, 0,    U2, 	
Ninetyfive Theses,        60, 0,    no, 	
Dante's Divine Comedy,    40, 0,    Rec,	

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Great Marketplace
nil,        ; Lindisfarne Gospels
nil,        ; The True Cross
Ind,        ; Viking Discoveries
Exp,        ; Benedicts Rule
Gue,        ; Heroic Epic
Ind,        ; (Great Wall)
E1,         ; (Sun Tzu)
nil,        ; K.Richards
nil,        ; Marco Polo's
AFl,        ; Papal Reform
nil,        ; Book of Fires
nil,        ; New World Discovery
nil,        ; Sistine Chapel
nil,        ; Armouring Guild
Lab,        ; Magna Carta
nil,        ; Bede's AD
CA,         ; Danelaw
nil,        ; First Crusade 
nil,        ; Charlemagnes Legacy
Esp,        ; Althing
nil,        ; Crusading Zeal
nil,        ; Road to Byzantium
Phi,        ; Blood Sacrifices
nil,        ; Papal Reliquary
X4,         ; Stonehenge
nil,        ; 95 Theses
nil,        ; Dante's Comedy


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Settlers,     Ind, 0,  1.,0,  0a,1d,  2h,1f,  6,0,  5, nil, 000000000000000
Master Craftsman,nil,0,2.,0,  0a,1d,  1h,1f,  8,0,  5, Ind, 000000000000000    
Spearmen,     Iro, 0,  1.,0,  1a,2d,  1h,1f,  2,0,  1, nil, 000000000000000
Men-at-arms,  SE,  0,  1.,0,  4a,3d,  2h,1f,  3,0,  1, Iro, 000000000000000
Viking Raiders,Las,0,  1.,0,  4a,2d,  2h,2f,  3,0,  0, Che, 000000000000110
Hero,         nil, 0,  3.,0, 13a,7d,  2h,4f, 10,0,  0, X7,  000000001000001
Swordsmen,    Iro, 0,  1.,0,  4a,1d,  1h,1f,  3,0,  0, Mas, 000000000000000
Heavy Infantry,nil,0,  1.,0,  5a,4d,  2h,1f,  5,0,  1, SE,  000000000000000
Infidels,     nil, 0,  1.,0,  6a,4d,  1h,1f,  6,0,  0, no,  000000000000000
Rebels,       nil, 0,  1.,0,  2a,3d,  1h,1f,  1,0,  1, Gue, 000000000000010
Crusaders,    nil, 0,  1.,0,  5a,3d,  2h,1f,  5,0,  0, no,  000000000000000
Berserkers,   Sth, 0,  1.,0,  6a,2d,  2h,2f,  5,0,  0, Eng, 000000000000000
Longbowmen,   nil, 0,  1.,0,  6a,3d,  2h,4f,  5,0,  0, Amp, 000000000010000
Archers,      Amp, 0,  1.,0,  3a,1d,  2h,2f,  4,0,  0, War, 000000000010000
Crossbowmen,  nil, 0,  1.,0,  4a,4d,  1h,4f,  4,0,  1, Eco, 000000000010000
Horsemen,     Mat, 0,  2.,0,  3a,1d,  1h,2f,  4,0,  0, Hor, 000000000000000
Knights,      Chi, 0,  2.,0,  6a,2d,  1h,4f,  6,0,  0, Mat, 000000000000000
Giants,       nil, 0,  1.,0, 14a,4d,  2h,5f,  8,0,  0, no,  000001000000010
Heavy Cavalry,nil, 0,  2.,0, 12a,2d,  1h,4f, 10,0,  0, Cor, 000000000000000
Chevaliers,   Cor, 0,  2.,0,  8a,2d,  1h,4f,  8,0,  0, Chi, 000000000000000
Loke,         nil, 0, 50.,0, 50a,8d,  2h,2f, 80,0,  3, no,  001000000000011
Warlord,      nil, 0,  1.,0, 10a,8d,  2h,4f, 12,0,  1, X7,  000000000000000
Siege Tower,  nil, 0,  1.,0,  0a,8d,  2h,1f,  7,0,  3, SFl, 000000000000010
Berserker,    Chi, 0,  1.,0,  6a,1d,  2h,2f,  2,0,  0, no,  000000000000000
Royal Emissary,Esp,0,  2.,0,  0a,1d,  1h,1f,  6,0,  6, CoL, 000000000000010
Assassin,     nil, 0,  2.,0,  0a,1d,  1h,1f,  7,0,  6, Esp, 000000000001010
Coronation Sword,nil,0,0.,0,  0a,8d,  1h,6f, 80,0,  1, no,  000000000000000
Pikemen,      Ato, 0,  1.,0,  2a,6d,  2h,2f,  5,0,  1, Fli, 000010000000000
Monks,        nil, 0,  2.,0,  0a,0d,  1h,1f,  5,0,  5, Lab, 000000000000010
-,            nil, 0,  1.,0,  4a,6d,  4h,1f,  4,0,  1, no,  000000000000000
Viking Chief, nil, 0,  1.,0,  8a,4d,  2h,2f,  9,0,  0, X7,  000000000000000
Raven,        Bro, 1,  6.,2,  0a,2d,  1h,1f,  4,0,  3, NF,  000000000010001
Knarr,        Inv, 2,  6.,0,  2a,3d,  1h,1f,  5,2,  4, Ast, 000000000100000
-,            nil, 2,  1.,0,  0a,1d,  1h,1f, 99,0,  2, no,  000000000000000
Drakkar,      nil, 2,  8.,0,  7a,6d,  2h,1f,  8,1,  2, Feu, 000000000100000
Hulk,         nil, 2,  6.,0,  3a,6d,  3h,1f,  6,4,  4, Phy, 000000000100000
War Galley,   nil, 2,  7.,0,  8a,8d,  2h,1f, 10,0,  2, NP,  000000000100000
Carrack,      nil, 2,  6.,0,  0a,8d,  3h,1f, 10,6,  4, Mag, 000000000100000
Cog,          nil, 2,  6.,0,  5a,6d,  2h,1f,  5,3,  4, Inv, 000000000100000
-,            nil, 2,  6.,0, 16a,8d,  2h,2f, 20,0,  2, no,  000000000000000
Royal Guard,  nil, 0,  1.,0,  0a,8d,  2h,2f,  4,0,  1, X7,  000010000000000
Danish King,  nil, 0,  1.,0, 12a,6d,  2h,4f, 12,0,  0, X7,  000000000000100
Death,        nil, 0,  1.,0,  0a,24d, 1h,1f, 99,0,  0, no,  000000000000000
Heir,         nil, 0,  1.,0, 24a,6d,  2h,6f, 10,0,  0, X7,  001000000000110
Burning Oil,  nil, 0,  0.,0,  0a,6d,  1h,1f,  3,0,  1, E1,  000000000000000
Hammer,       Bro, 1, 50.,0, 99a,50d, 1h,1f, 18,0,  0, NF,  001000000000001
Thegn,        nil, 0,  1.,0,  6a,3d,  2h,1f,  8,0,  1, X7,  000000000000000
Bishop,       nil, 0,  3.,0,  0a,1d,  2h,1f,  8,0,  6, ToG, 000000000000010
Tradesmen,    CA,  0,  1.,0,  0a,1d,  1h,1f,  4,0,  7, Pot, 000000000000000
Merchant,     nil, 0,  1.,0,  0a,1d,  2h,1f,  6,0,  7, CA,  000000000000000
Missionary,   nil, 0,  2.,0,  0a,1d,  1h,1f,  3,0,  0, Bro, 000001000000010
Battering Ram,nil, 0,  1.,0, 12a,3d,  1h,2f,  4,0,  0, E1,  000000001000000
Knights Templar,nil,0, 2.,0, 10a,2d,  1h,4f,  7,0,  0, Csc, 000000000000010
Ballista,     nil, 0,  1.,0,  7a,3d,  2h,2f,  6,0,  3, Ato, 000000000010000
Norse King,   nil, 0,  1.,0, 12a,6d,  2h,4f, 12,0,  0, X7,  000000000000100
Frisian King, nil, 0,  1.,0, 12a,7d,  2h,2f, 12,0,  0, X7,  000000000000000
Mangonel,     Ban, 0,  1.,0, 11a,0d,  2h,3f,  6,0,  0, SFl, 000000001000000
Trebuchet,    nil, 0,  1.,0, 16a,0d,  2h,3f,  9,0,  0, Ban, 000000001000000
King of Scots,nil, 0,  2.,0, 12a,6d,  2h,4f, 12,0,  0, X7,  000000000000000
Anglosaxon King,nil,0, 2.,0, 12a,6d,  2h,4f, 12,0,  0, X7,  000000000000000
Frankish King,nil, 0,  2.,0, 12a,6d,  2h,4f, 12,0,  0, X7,  000000000000000
Saxon King,   nil, 0,  2.,0, 12a,6d,  2h,4f, 12,0,  0, X7,  000000000000000

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Highlands,  2,4,  1,0,0,   no,  0, 0, 0,   yes, 1, 7,  2,  Tun,   ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 7, 5,   no,  0, 0,  0,  no,    ; Pln
Grassland,  1,2,  1,0,0,   yes, 2, 7, 5,   no,  0, 0,  0,  no,    ; Grs
Forest,     2,3,  1,1,0,   Grs, 0,12, 5,   no,  0, 0,  0,  Tun,   ; For
Hills,      2,4,  1,2,0,   no,  0, 0, 0,   yes, 2, 7,  2,  Tun,   ; Hil
Mountains,  3,6,  0,1,0,   no,  0, 0, 0,   yes, 2,12,  2,  Tun,   ; Mou
Abbey,      1,2,  2,4,8,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Tun
Arctic,     2,2,  0,0,0,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Gla
Swamps,     2,1,  1,1,0,   yes, 1,15, 5,   no,  0, 0,  0,  no,    ; Swa
Dense Forest,3,4, 1,1,0,   Grs, 0,20, 5,   no,  0, 0,  0,  Tun,   ; Jun
Sailable,   1,2,  1,0,1,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Sheep,      2,4,  2,2,2,
Horses,     1,2,  0,2,2,
Grassland,  1,2,  2,1,0,
Timber,     2,3,  1,4,1,
Sheep,      2,4,  2,2,2,
Gold,       3,6,  0,2,8,
Scriptures, 1,2,  2,6,10,
Bears,      2,2,  1,1,2,
Pheasant,   2,1,  2,1,1,
Big Game,   3,4,  3,2,1,
Fish,       1,2,  4,1,2,
Volcano,    2,4,  0,2,1,
Wheat,      1,2,  2,0,1,
Grassland,  1,2,  2,1,0,
Timber,     2,3,  1,4,1,
Wine,       2,4,  2,1,3,
Metals,     3,6,  0,4,4,
Relics,     1,2,  2,6,10,
Big Game,   2,2,  3,2,1,
Peat,       2,1,  0,3,2,
Furs,       3,4,  1,2,4,
Whales,     1,2,  4,3,2,




@GOVERNMENTS
Anarchy,        Chief,        Chief
Tribal Kingdom, King,         Queen
Monarchy,       King,         Queen
Republic,       Chairman,     Chairman
Protestantism,  King,         Queen
Feudalism,      King,         Queen      
Holy Empire,    Emperor,      Empress

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
..., ...,                          0, 1, 3, Normans,     Norman,      0,  1, -1,
Sven, ...,                         0, 2, 0, Danes,       Danish,      1,  1, -1,
Otto, ...,                         0, 3, 1, Germans,     German,      0,  1,  1,   
Alfred, ...,                       0, 4, 2, Anglo-Saxons,Anglo-Saxon,-1,  0,  1,   
Charles, ...,                      0, 5, 1, Franks,      Frankish,    0,  0,  1,     
Redbad, ...,                       0, 6, 1, Frisians,    Frisian,     1, -1,  0,
MacAlpin, ...,                     0, 7, 1, Celts,       Celtic,     -1,  0,  1,
Olav, ...,                         0, 1, 0, Norsemen,    Norse,       1,  1, -1,     
Sven, ...,                         0, 2, 0, Danes,       Danish,      1,  1, -1,
Otto, ...,                         0, 3, 1, Germans,     German,      0,  1,  1,   
Alfred, ...,                       0, 4, 1, Anglo-Saxons,Anglo-Saxon,-1,  0,  0,   
Charles, ...,                      0, 5, 1, Franks,      Frankish,   -1,  0,  1,     
..., ...,                          1, 6, 0, Magyars,     Magyar,      1,  1, -1,
..., ...,                          1, 7, 0, Russians,    Russian,    -1, -1,  0,
Olav, ...,                         0, 1, 0, Norsemen,    Norse,       1,  1, -1,     
Sven, ...,                         0, 2, 0, Danes,       Danish,      1,  1, -1,
Otto, ...,                         0, 3, 1, Germans,     Germans,     0,  1,  1,   
Alfred, ...,                       0, 4, 2, Anglo-Saxons,Anglo-Saxon,-1,  0,  1,   
Charles, ...,                      0, 5, 1, Franks,      Frankish,   -1,  0,  1,     
..., ...,                          0, 6, 0, Muslims,     Muslim,     -1, -1,  1,
MacAlpin, ...,                     0, 7, 2, Scots,       Scottish,   -1,  0,  1,

Saladin,    ...,     0, 5, Arabs,       Muslim,      1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Hides,
Wool,
Timber,
Relics,
Salt,
Iron,
Copper,
Dye,
Wine,
Silk,
Silver,
Ceramics,
Gems,
Gold,
Cloth,
Armour,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Conduct Prayer,     p
Build Runestone,    E
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Pious
Loyal
Cordial
Receptive
Neutral
Distrustful
Unfriendly
Hostile
Enraged
